I’m thinking of putting together a one-shot worksheet with advice for keeping things on track and on time. What advice would you have for someone using this worksheet, slash, what would you want to see on it?
I’m thinking of putting together a one-shot worksheet with advice for keeping things on track and on time.
I’m thinking of putting together a one-shot worksheet with advice for keeping things on track and on time.
Oh very interesting! I was just working on putting together 3×5″ little cheat sheet cards based on Tim Franzke’s Session One for DW notes. There is also John Aegard’s Dragonslaying on a Timetable (also for DW), which might hit some of the same notes you are looking for.
Are you doing something more game generic?
Oh very interesting! I was just working on putting together 3×5″ little cheat sheet cards based on Tim Franzke’s Session One for DW notes. There is also John Aegard’s Dragonslaying on a Timetable (also for DW), which might hit some of the same notes you are looking for.
Are you doing something more game generic?
Tomer Gurantz pretty generic, but with a slight lean towards story games.
Tomer Gurantz pretty generic, but with a slight lean towards story games.
It depends on the type of game.
for my DW games I generally ask the players to chose a class and preferably make characters before the game. I look at these and come up with two leading questions for each character. I can ask some of these at the start to help out introductions and get things moving.
I would write “its ok to leave things unfinished” if one or two players are hogging the scene (chewing the scenery?) then you should break it up after a moment. but if everyone is really into it then don’t worry about the time. just occasionally remind them that things are happening around them. and if time runs out give them an epilogue. leave them excited to try again.
It depends on the type of game.
for my DW games I generally ask the players to chose a class and preferably make characters before the game. I look at these and come up with two leading questions for each character. I can ask some of these at the start to help out introductions and get things moving.
I would write “its ok to leave things unfinished” if one or two players are hogging the scene (chewing the scenery?) then you should break it up after a moment. but if everyone is really into it then don’t worry about the time. just occasionally remind them that things are happening around them. and if time runs out give them an epilogue. leave them excited to try again.
And thanks, Tomer Gurantz for the recommendations. I’m hoping to have something in a few weeks so stay tuned!
And thanks, Tomer Gurantz for the recommendations. I’m hoping to have something in a few weeks so stay tuned!
Daniel Fowler So, what kind of advice would you give for pacing and keeping things on track? This is intended for both experienced GMs and people doing this for the first time to be able to lay out the bones of a storyline and let the players flesh it out. It should be usable for any type of game. Some games will naturally come with their own mechanics for establishing relationships, but what do you do after that?
Daniel Fowler So, what kind of advice would you give for pacing and keeping things on track? This is intended for both experienced GMs and people doing this for the first time to be able to lay out the bones of a storyline and let the players flesh it out. It should be usable for any type of game. Some games will naturally come with their own mechanics for establishing relationships, but what do you do after that?
end encounters/scenes when they are no longer interesting. if the party is cleaning up then just ask them what it looks like as the finish they last few zombies or chase off the remaining brigands. if they are just getting brutalized, tell them how they are captured or how the scene changes (avalanche, introduce a new threat, offer them terms, ect). my experience is mostly with fantasy adventure but i imagine you can do the same with other games. when the outcome is assured or not holding anyone’s interest, finish the scene.
discourage over planing / party votes. a lot of players spend a lot of time worrying about messing up whatever everyone else is doing. “I attack him!… unless you wanted to keep talking?” “ill go left and you guys go right.” “I want to go left” “I need to rest”, “Ok we rest, then i go right while you go left…” ask the hesitating player what his character wants to do and encourage him to make it happen. let the dice decide if it was a good or bad idea and let the other players respond as the action unfolds.
hand out rewards / love leters/ xp / praise to players actively engaging the story/setting and moving it along.
The first session is going to be a mess. don’t plan to get to anything important/complicated until next time. (oops forgot you were talking about one-shots)
encourage players to talk to each other and you before and after the game to work out kinks, pick classes, and iron out misunderstandings.
end encounters/scenes when they are no longer interesting. if the party is cleaning up then just ask them what it looks like as the finish they last few zombies or chase off the remaining brigands. if they are just getting brutalized, tell them how they are captured or how the scene changes (avalanche, introduce a new threat, offer them terms, ect). my experience is mostly with fantasy adventure but i imagine you can do the same with other games. when the outcome is assured or not holding anyone’s interest, finish the scene.
discourage over planing / party votes. a lot of players spend a lot of time worrying about messing up whatever everyone else is doing. “I attack him!… unless you wanted to keep talking?” “ill go left and you guys go right.” “I want to go left” “I need to rest”, “Ok we rest, then i go right while you go left…” ask the hesitating player what his character wants to do and encourage him to make it happen. let the dice decide if it was a good or bad idea and let the other players respond as the action unfolds.
hand out rewards / love leters/ xp / praise to players actively engaging the story/setting and moving it along.
The first session is going to be a mess. don’t plan to get to anything important/complicated until next time. (oops forgot you were talking about one-shots)
encourage players to talk to each other and you before and after the game to work out kinks, pick classes, and iron out misunderstandings.
john.aegard.com – john.aegard.com/
It is important that you read his article called Dragonslaying on a time table. It’s on DW but the agnostic advice is spot on
john.aegard.com – john.aegard.com/
It is important that you read his article called Dragonslaying on a time table. It’s on DW but the agnostic advice is spot on